{"author_link":"\/users\/xoreaxeax","author_name":"XOREAXEAX","author_uid":"xoreaxeax","comments":[],"epoch":1713129421,"event":"LD55","format":"md","ldjam_node_id":391189,"likes":14,"metadata":{"p_key":"205287","p_author":"XOREAXEAX","p_authorkey":"1242639","p_urlkey":"441429","p_title":"Oof","p_cat":"LDJam ","p_event":"LD55","p_time":"1713129421","p_likes":"14","p_comments":"0","p_status":"WAYBACK","us_key":"1242639","us_name":"XOREAXEAX","us_username":"xoreaxeax","event_start":"1712966400","event_key":"120","event_name":"Ludum Dare 55"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD55","removed_author":false},"_superparent":383062,"_trust":5,"author":242639,"body":"![fractalstill.png](\/\/\/raw\/fc3\/b3\/z\/61480.png)\n\nI wanted a cool demon - so I thought it would be nice to make something that is far from conventional - I wanted something non-euclidean and in the best case high dimensional. The closest thing I came up with was a \"3D\" fractal - so I implemented a raymarching renderer inside a fullscreen shader so that I can render fractals that can be depth tested with the rest of the geometry etc. - It works (It is hungry though but I still get >200FPS while the fractal is fully in frame). \n\nBut I think I need something different for this game :D soooo maybe I lost a few hours but I will definetly find another project where a raymarcher comes in handy.\n\n![fractal.gif](\/\/\/raw\/fc3\/b3\/z\/61491.gif)","comments":1,"comments-timestamp":"2024-04-14T21:35:47Z","created":"2024-04-14T21:10:52Z","files":[],"files-timestamp":0,"id":391189,"love":14,"love-timestamp":"2024-04-15T09:06:46Z","meta":[],"modified":"2024-04-15T09:06:46Z","name":"Oof","node-timestamp":"2024-04-14T21:17:01Z","parent":383940,"parents":[1,5,9,383062,383940],"path":"\/events\/ludum-dare\/55\/morth-obscurum\/oof","published":"2024-04-14T21:17:01Z","scope":"public","slug":"oof","subsubtype":"","subtype":"","type":"post","version":1208231},"node_metadata":{"n_key":"391189","n_urlkey":"441429","n_parent":"383940","n_path":"\/events\/ludum-dare\/55\/morth-obscurum\/oof","n_slug":"oof","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"242639","n_created":"1713129052","n_modified":"1713172006","n_version":"1208231","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/55\/morth-obscurum\/oof","text":"![fractalstill.png](\/\/\/raw\/fc3\/b3\/z\/61480.png)\n\nI wanted a cool demon - so I thought it would be nice to make something that is far from conventional - I wanted something non-euclidean and in the best case high dimensional. The closest thing I came up with was a \"3D\" fractal - so I implemented a raymarching renderer inside a fullscreen shader so that I can render fractals that can be depth tested with the rest of the geometry etc. - It works (It is hungry though but I still get >200FPS while the fractal is fully in frame). \n\nBut I think I need something different for this game :D soooo maybe I lost a few hours but I will definetly find another project where a raymarcher comes in handy.\n\n![fractal.gif](\/\/\/raw\/fc3\/b3\/z\/61491.gif)","title":"Oof","wayback_source":[]}